ext_matrix_projection Module Reference
Functions that generate common projection transformation matrices.
The matrices generated by this extension use standard OpenGL fixed-function conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.
Include < glm/ext/matrix_projection.hpp > to use the features of this extension.
Public Member Functions
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GLM_FUNC_DECL vec< 3, T, Q >projectZO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
obj
Specify the object coordinates.
modelSpecifies the current modelview matrix
projSpecifies the current projection matrix
viewportSpecifies the current viewport
Return the computed window coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL vec< 3, T, Q >projectNO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
obj
Specify the object coordinates.
modelSpecifies the current modelview matrix
projSpecifies the current projection matrix
viewportSpecifies the current viewport
Return the computed window coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL vec< 3, T, Q >project (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
obj
Specify the object coordinates.
modelSpecifies the current modelview matrix
projSpecifies the current projection matrix
viewportSpecifies the current viewport
Return the computed window coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL vec< 3, T, Q >unProjectZO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
win
Specify the window coordinates to be mapped.
modelSpecifies the modelview matrix
projSpecifies the projection matrix
viewportSpecifies the viewport
Returns the computed object coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL vec< 3, T, Q >unProjectNO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
win
Specify the window coordinates to be mapped.
modelSpecifies the modelview matrix
projSpecifies the projection matrix
viewportSpecifies the viewport
Returns the computed object coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL vec< 3, T, Q >unProject (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
win
Specify the window coordinates to be mapped.
modelSpecifies the modelview matrix
projSpecifies the projection matrix
viewportSpecifies the viewport
Returns the computed object coordinates.
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also
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GLM_FUNC_DECL mat< 4, 4, T, Q >pickMatrix (vec< 2, T, Q > const ¢er, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
Define a picking region
center
Specify the center of a picking region in window coordinates.
deltaSpecify the width and height, respectively, of the picking region in window coordinates.
viewportRendering viewport
TNative type used for the computation. Currently supported: half (not recommended), float or double.
UCurrently supported: Floating-point types and integer types.
- See Also